many_animated_sprite_meshes/
many_animated_sprite_meshes.rs1use std::time::Duration;
9
10use bevy::{
11 diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
12 prelude::*,
13 window::{PresentMode, WindowResolution},
14 winit::WinitSettings,
15};
16
17use rand::RngExt;
18
19const CAMERA_SPEED: f32 = 1000.0;
20
21fn main() {
22 App::new()
23 .add_plugins((
25 LogDiagnosticsPlugin::default(),
26 FrameTimeDiagnosticsPlugin::default(),
27 DefaultPlugins.set(WindowPlugin {
28 primary_window: Some(Window {
29 present_mode: PresentMode::AutoNoVsync,
30 resolution: WindowResolution::new(1920, 1080).with_scale_factor_override(1.0),
31 ..default()
32 }),
33 ..default()
34 }),
35 ))
36 .insert_resource(WinitSettings::continuous())
37 .add_systems(Startup, setup)
38 .add_systems(
39 Update,
40 (
41 animate_sprite,
42 print_sprite_count,
43 move_camera.after(print_sprite_count),
44 ),
45 )
46 .run();
47}
48
49fn setup(
50 mut commands: Commands,
51 assets: Res<AssetServer>,
52 mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
53) {
54 warn!(include_str!("warning_string.txt"));
55
56 let mut rng = rand::rng();
57
58 let tile_size = Vec2::splat(64.0);
59 let map_size = Vec2::splat(320.0);
60
61 let half_x = (map_size.x / 2.0) as i32;
62 let half_y = (map_size.y / 2.0) as i32;
63
64 let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
65 let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
66 let texture_atlas_handle = texture_atlases.add(texture_atlas);
67
68 commands.spawn(Camera2d);
71
72 for y in -half_y..half_y {
74 for x in -half_x..half_x {
75 let position = Vec2::new(x as f32, y as f32);
76 let translation = (position * tile_size).extend(rng.random::<f32>());
77 let rotation = Quat::from_rotation_z(rng.random::<f32>());
78 let scale = Vec3::splat(rng.random::<f32>() * 2.0);
79 let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
80 timer.set_elapsed(Duration::from_secs_f32(rng.random::<f32>()));
81
82 commands.spawn((
83 SpriteMesh {
84 image: texture_handle.clone(),
85 texture_atlas: Some(TextureAtlas::from(texture_atlas_handle.clone())),
86 custom_size: Some(tile_size),
87 ..default()
88 },
89 Transform {
90 translation,
91 rotation,
92 scale,
93 },
94 AnimationTimer(timer),
95 ));
96 }
97 }
98}
99
100fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
102 camera_transform.rotate(Quat::from_rotation_z(time.delta_secs() * 0.5));
103 **camera_transform = **camera_transform
104 * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
105}
106
107#[derive(Component, Deref, DerefMut)]
108struct AnimationTimer(Timer);
109
110fn animate_sprite(
111 time: Res<Time>,
112 texture_atlases: Res<Assets<TextureAtlasLayout>>,
113 mut query: Query<(&mut AnimationTimer, &mut SpriteMesh)>,
114) {
115 for (mut timer, mut sprite) in query.iter_mut() {
116 timer.tick(time.delta());
117 if timer.just_finished() {
118 let Some(atlas) = &mut sprite.texture_atlas else {
119 continue;
120 };
121 let texture_atlas = texture_atlases.get(&atlas.layout).unwrap();
122 atlas.index = (atlas.index + 1) % texture_atlas.textures.len();
123 }
124 }
125}
126
127#[derive(Deref, DerefMut)]
128struct PrintingTimer(Timer);
129
130impl Default for PrintingTimer {
131 fn default() -> Self {
132 Self(Timer::from_seconds(1.0, TimerMode::Repeating))
133 }
134}
135
136fn print_sprite_count(
138 time: Res<Time>,
139 mut timer: Local<PrintingTimer>,
140 sprites: Query<&SpriteMesh>,
141) {
142 timer.tick(time.delta());
143
144 if timer.just_finished() {
145 info!("Sprites: {}", sprites.iter().count());
146 }
147}